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Gatling20

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Everything posted by Gatling20

  1. Nice video, BTW. You might want to check your history, though, the video intro says: "The USSR attacked Finland again after losing the Winter War from 1941 to 1944." I don't know if this is meant to mean that the Winter War went from 1941 to 1944, or that the Soviets attacked all that time, but either would be wrong. The USSR won the Winter War in 1940, by grinding the Finns down, they didn't lose it. Finland survived, but the Finns were forced to give up substantial territory, more than the USSR had demanded before the Winter War started. Essentially the whole of what became known as Soviet Karelia. And the USSR did not attack at all from 1941 until 1944. They were rather busy at that time fighting off people called the Germans, at Moscow, Stalingrad, Kursk etc. It was the Finns who attacked in 1941, to recover territory they had lost in 1940. The USSR only attacked Finland in 1944, when it had the Germans on the run, in a short offensive which led to the September 1944 armistice and Finland's exit from the war. As you might guess from my signature block I like the A-Team Finland Mod a lot - terrain, aircraft and campaigns. It is always good to see new work, but this new Mod will need to be pretty good to even come close to the A-Team version.
  2. I don't like to discourage creativity, but the terrain doesn't look all that convincing to me. Finland was all forests and lakes, this modern Swedish terrain looks much too open and developed to me. I think it needs a different tileset. And the aircraft set looks a bit unconvincing (Yak-9P doesn't look much like a Yak-1, and the Handley Page Hampden in an RAF scheme??).
  3. "Hoot" - very droll. I get it.
  4. I think I recall TK saying some time ago that the larger the hit box the stronger of the component was (without changing the parameter StructuralFactor=). It seemed a bit counter-intuitive to me at the time, but I suppose it is correct. Could that account for the large Harrier hit boxes? I guess not, some look way too big, especially the wing tips.
  5. Alt-H should do it for you.
  6. My suggestion would be not to break the forum rules, and ask nicely for access.
  7. Logitech Extreme 3D Pro Review.

    I just bought another one of these, to replace one which I have used heavily for about a decade. The old one finally wore out physically (wouldn't stay centered, so I was having to fly with full right rudder to go in a straight line). The new one is a smooth as silk, and a great piece of equipment. I have had other joysticks over the years, including a Suncom F15 and throttle (great stick and throttle, but I think the company went defunct) and a Thrustmaster which I didn't like much (the internal spring was way too stiff to move the stick easily in flight), but this Logitech stick is my joystick of choice.
  8. You also need a statement in the main terrain.INI file: LimitedNations=TRUE If you do, then the _Nations.INI file operates, to restrict the nations whose aircraft will be selected as opposing aircraft. I don't think the _Nations.INI determines what you can fly, only what opposition you might get.
  9. I am mostly a WW2 and Korean War-era type, but I have recently started reading a book about this war ("The Iran-Iraq War" by Pierre Razoux, Harvard University Press 2015, a good solid read), and it has got me interested, so I am keen to see this mod completed and released.
  10. Great new model, great skin, and a beautiful new cockpit, thanks a lot Kulbit, FastCargo and Dels!
  11. Amazing effort, and great-looking aircraft!
  12. It's better, thanks guys, but the V1.1 Data.INI now refers to a DestroyedModel=Tu2_DESTROYED.LOD, whereas before it used the stock C-47 destroyed model. I think it only works if the Data.INI reads DestroyedModel=Tu-2S/Tu2_DESTROYED.LOD. Also, the Tu2_Destroyed.LOD has a single, and very tall, tail fin, it looks nothing like the Tu-2 (which had twin tails). I think the stock C-47 destroyed LOD, which was used in the earlier release packages, looked much better for the Tu-2.
  13. The lights are fixed in the latest version of file ("Changelog 1.0"), and so is the see-thru bomb bay doors, thanks guys.
  14. That's strange, the wingtip lights were hanging in the air separate from the wings, for me. I will download the package again and see if it is fixed. You can see some of the strange texture mapping around the nose of this model, on that screenshot just posted, just aft of the bombardier's glasshouse.
  15. Found some more problems with this model. There is some strange texture mapping around the nose, on both sides of the fuselage, which spoils the look of the aircraft in flight. And the outer flaps do not sit properly in their recesses when they are retracted, they leave a visible gap at the trailing edge. The inner set of flaps work fine. Also the holes.TGA files do not work properly - there are five of them, for the five different texture Tu-2 JPGs, but they are all the same file, and they do not really relate to all of the actual parts of the aircraft they are supposed to cover. They may have been borrowed from another aircraft, rather than made for the Tu-2 (they look to me to have been borrowed from an A-Team aircraft, their style of holes.TGA files is pretty distinctive). Hopefully these, and the other problems mentioned above, can be fixed. At present this release looks about 90% finished to me.
  16. Nice looking model, thanks Cocas. Just the thing for the early Korean War. I noticed a couple of small problems. The lights are not accurately placed (they seem to just hang in the air, separate from the aircraft, which looks odd). Also, the bomb bay doors seem to disappear when open, and viewed from the "inside". On the Credits, I think the cockpit is by Kesselbrut, and the gunner figures by Capun.
  17. I have had that problem from time to time, when playing around with new sounds. The stock sounds from the sim are usually (always?) 11.025 kHz, 16 bit mono, and I have found that new sounds usually work if you save them as that.
  18. Love the back-story, as well as the pix!
  19. You're welcome. Sometimes the fastest and easiest fix gets overlooked, in the rush for more complicated things that don't work.
  20. Great looking cockpit, thanks Stary. The simplest way to fix that double-cockpit problem is to put the pilot view in the cockpit.INI file where the pilot is in the aircraft. Open the SMB2_Cockpit.INI file and edit as follows: [CockpitSeat001] ModelName=SuperMystere_cockpit_new Position=0.000,3.4,0.855 The original cockpit.INI file had the viewpoint as 0.0, 2.0, 0.855, which puts you 1.4m back, with all kinds of obstructions to a clear view.
  21. Are you flying on Autopilot as you approach the target? Autopilot will close the bomb bay doors a second or two after you open them.
  22. It is pretty easy to work this out for each gun, you just need to remember a bit of your trigonometry from school (In a right angled triangle, the tangent of an angle is the length of the opposite side divided by the length of the adjacent side). Fortunately Windows provides us all with a tool to do this, so fire up your Windows Calculator (if you have never used it, it is Windows/System32/Calc.exe). Under View, select Scientific. Now say you want to calculate the convergence angle for a gun 2m out on the left wing, to converge at 300m. With no convergence it will look like this: [LeftGun1] .... MuzzlePosition=-2.0,0.0,0.0 ..... AimAngles= 0.0,0.0,0.0 In the Calculator, enter 2/300 and then hit = . The result is 0.00666666666666666666666666666667 Now hit the Inv button, then the tan-1 button. This gives you the answer, which is a convergence angle of 0.38196620472902543485019437025977 Round this down to (say) 0.382 for the sim. Now if the gun is on the left wing you have to make the angle a positive number, i.e. 0.382, and if it is on the right wing make it a negative number, like this: [LeftGun1] .... MuzzlePosition=-2.0,0.0,0.0 ..... AimAngles= 0.382,0.0,0.0 [RightGun1] .... MuzzlePosition=2.0,0.0,0.0 ..... AimAngles=-0.382,0.0,0.0 You can do this for every gun, it doesn't take long once you get the hang of it. If you want to get really fancy you can also make the same calculation for wing guns which are below the aircraft center line (i.e. make then converge up as well as in, so they converge exactly on the aircraft center line at 300m), or nose guns which will be above the center line (make them converge down to the centreline at 300m). If you do this for a wing gun below the aircraft center line the aim angle will be something like AimAngles= (+ or -) 0.382,0.0,0.060
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